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Hmm, not really sure how to feel about this change. On the one hand, it's good if revives are prioritized over everything else except killing direct dangers when you're medic. On the other hand, 30 seconds is a really short time, and sometimes you can't reach people until a push is finished. Guess we'll have to see how it play out on live.

Revive change will probably mean either more people will use medics in team play or actually less medics will be used with grenade bandoleers actually. All depends on attacking and defending. I'd actually use less medics on offensive than defensive formations.

But I do wonder, if first iteration of this won't be broken as shit. If you're rezzed at 29th second of death and then wait for couple more seconds, won't you respawn as a ghost ?

Originally Posted by Cephas

I'd really love it if rez grenades detonated on impact.

That would make them bad. Exposing yourself to potential enemy firing zone to revive people is bad idea.

That would make them bad. Exposing yourself to potential enemy firing zone to revive people is bad idea.

The radius is enough that you can revive people in the immediate vicinity. And if you want to try some maneuver where you revive your team that is in or behind the enemy then it should have an element of risk to it.

@SirHoc I do that too, and love it. But I still think it's ridiculous how it can work in certain situations!

Also if the change is such that the player is despawned even if they are in the process of being revived it is going to make top level revive tool even more important to playing the class effectively.

My mental blacklist of people reviving and not healing up people with not maxed meditool is too damn long already. If you're playing medic as main and you're br 15 or up, there is no excuse not to have lvl 5 meditool.

Originally Posted by Cephas

The radius is enough that you can revive people in the immediate vicinity. And if you want to try some maneuver where you revive your team that is in or behind the enemy then it should have an element of risk to it!

Oh bullcrap, radius is 2-3 meters, maybe up to 5, but not more, also blockable by doodads. Here's a risk: you need to attract attention to usefully revive someone, otherwise, they're dead faster than they can see past their "Confirm" click.

Furthermore, if you don't even try to clear revival are even a bit, you should hand in you meditool and go be a meatshield or an engi. CM's have best weapons for a reason and not using them makes you a bad team player. If you can't use them, then stay clear of being last through the door.

I do that too, and love it. But I still think it's ridiculous how it can work in certain situations!

Agreed. But, it requires a certain amount of skill (because throwing grenades in this game can be more than a bit wonky), and also feels kind of realistic. PS2 might not be realistic or logical in most aspects, but having revive grenades not detonate on impact is something that actually kind of makes sense.

Agreed. But, it requires a certain amount of skill (because throwing grenades in this game can be more than a bit wonky), and also feels kind of realistic. PS2 might not be realistic or logical in most aspects, but having revive grenades not detonate on impact is something that actually kind of makes sense.

Perhaps if you could cert into configuration on whether it would be bouncing or instant detonate would be nice. I reckon the amount of times I'm annoyed by a wonky bounce outweighs when it's come in handy.

@Bank For me that radius is more than sufficient. I think it's far too easy to bring back a relatively large force of people from safety. Force in numbers is always going to do well.

I disagree. Bringing back large force which is "stunned" for a second or two is not that powerful considering that you're vurnerable for so many aoe's. Simple frag would deny revivals. And with the 10 second time limit upcoming, the rez nade without any support for those being rezzed will be as useful as reviving someone in doorway covered by 4 maxes.

Hmm, not really sure how to feel about this change. On the one hand, it's good if revives are prioritized over everything else except killing direct dangers when you're medic. On the other hand, 30 seconds is a really short time, and sometimes you can't reach people until a push is finished. Guess we'll have to see how it play out on live.

I actually think that's kind of the point. At the moment pushes rarely cost anything more than infantry resources if they're successful.

"Corpse will only decay when a revive is in progress if that player chooses to manually respawn. Just like now. One of the things this change does is demystify some of the revive rules by putting more feedback on the timers in front of players so it's more clear that the timers exist and their state."

To be honest, I'm not sure it'll change our tactics *that* much. Most of our revives are within 30s anyway. If it takes longer than 30s to get revives in, you've probably already lost the fight.